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76392f4f
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2023-01-11T19:45:01
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Handle DPI scaling in SDL_GetWindowSurface
Fixes DPI awareness of testdrawchessboard (previously, the surface was
being created in points instead of pixels, resulting in the demo app
only drawing in a corner of the screen on High-DPI displays)
*_CreateWindowFramebuffer()/*_UpdateWindowFramebuffer(): are updated
to use SDL_GetWindowSizeInPixels instead of SDL_GetWindowSize() or
window->w/window->h.
Most of the _CreateWindowFramebuffer backends are untested except
for Windows.
Fixes #7047
(cherry picked from commit 67c91353e01f6f2c0cc80c17eeddbad6def7cb01)
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3f1fd5ab
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2023-05-23T10:59:03
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Updated source to match SDL function prototype style
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0d763800
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2023-03-09T15:10:00
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Code style: changed "sizeof foo" to "sizeof(foo)" (thanks @sezero!)
(cherry picked from commit c6443d86c92e962683a1efe5f123a144988875b5)
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0479df53
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2023-01-09T09:48:21
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Updated copyright for 2023
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d0bbfdbf
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2022-12-01T16:07:03
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Clang-Tidy fixes (#6725)
(cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
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b8d85c69
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2022-11-30T12:51:59
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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
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fb0ce375
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2022-11-27T17:38:43
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Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
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4298e798
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2022-10-06T02:55:30
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SDL_offscreenframebuffer.c: fix format '%d' expecting int instead of Uint32
Emitted by Nintendo 3DS's gcc (fix is same as used by ngage)
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d86cb8ec
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2022-09-16T17:05:02
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SDL_offscreenwindow.c: swap include order of SDL_egl_c.h/SDL_sysvideo.h
Fixes redefinition warnings from windows builds.
Reference issue: https://github.com/libsdl-org/SDL/issues/6239
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6de15ffc
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2022-09-15T12:04:08
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Fixed building offscreen video driver without EGL support
Also did miscellaneous style cleanup for consistency with other code
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20a76b0e
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2022-07-25T23:06:58
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video: removed unused devindex argument from bootstrap's create method.
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19df4af2
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2022-01-22T10:33:38
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simplify SDL_DUMMY/OFFSCREEN_CreateWindowFramebuffer
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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23b7bdef
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2021-11-20T14:11:30
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offscreen: Don't fail to create a window because of driver_loaded politics.
Fixes #4922.
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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052a1373
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2020-07-12T19:11:15
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Merge VideoBootStrap::available into VideoBootStrap::create
The two are only ever called together, and combining them makes it possible
to eliminate redundant symbol loading and redundant attempts to connect
to a display server.
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bcbaa4ec
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2020-05-26T16:34:50
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If there isn't a GetGlobalMouseState() implementation, fall back to the normal one.
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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68985371
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2019-09-24T16:36:48
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offscreen: Add new video driver backend Offscreen
The Offscreen video driver is intended to be used for headless rendering
as well as allows for multiple GPUs to be used for headless rendering
Currently only supports EGL (OpenGL / ES) or Framebuffers
Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE
Adds testoffscreen.c which can be used to test the backend out
Disabled by default for now
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